What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9961 Posted 06 August 2021 - 07:24 PM
Uptown, one of the biggest changes is that there are now working Arrow Lifts. (Does anyone remember how useless they were in the original game?)
Downtown, most of the basic sectorwork for building interiors and such is now in place.
I still haven't done hardly any texturing (let alone shading) so almost everything is still using #182 as a placeholder texture.
As usual, all the TROR is causing the classic renderer in Mapster to eat shit, but that's just a minor detail.
This post has been edited by ToiletDuck64: 06 August 2021 - 07:26 PM
#9962 Posted 13 August 2021 - 10:51 AM
I took some inspiration from the Crane Gate in Danzig (which is apparently the oldest docking crane in Europe) for this structure. Here's the real life photos for comparison (I've altered the street-side quite a bit though, as it's a bit too plain in real life):
Photo 1
Photo 2
#9963 Posted 13 August 2021 - 02:01 PM
#9964 Posted 13 August 2021 - 03:57 PM
#9965 Posted 14 August 2021 - 02:20 AM
#9967 Posted 14 August 2021 - 01:55 PM
#9968 Posted 17 August 2021 - 02:03 PM
This post has been edited by Seb Luca: 17 August 2021 - 02:04 PM
#9969 Posted 21 August 2021 - 01:40 PM
#9971 Posted 21 August 2021 - 05:16 PM
This post has been edited by ck3D: 21 August 2021 - 05:17 PM
#9972 Posted 21 August 2021 - 05:48 PM
ck3D, on 21 August 2021 - 05:16 PM, said:
I suppose Freeway is possible for the Skynet connection, but I'm not sure what a subway station would want with a server farm. At least I assume that's a server farm...
#9973 Posted 21 August 2021 - 07:46 PM
This post has been edited by ck3D: 21 August 2021 - 07:50 PM
#9974 Posted 22 August 2021 - 03:46 AM
#9975 Posted 22 August 2021 - 06:51 AM
brullov, on 22 August 2021 - 03:46 AM, said:
I did guess Pigsty.
#9976 Posted 22 August 2021 - 06:05 PM
This post has been edited by ck3D: 22 August 2021 - 06:31 PM
#9977 Posted 28 August 2021 - 11:26 AM
#9978 Posted 29 August 2021 - 07:06 PM
I love how this game has code for slowing down when going up hills. Very cool stuff.
#9979 Posted 29 August 2021 - 09:05 PM
#9980 Posted 29 August 2021 - 09:26 PM
Or just careful use of slops
It really dose looks like HL2 terrain or something
#9981 Posted 29 August 2021 - 10:36 PM
This post has been edited by ck3D: 29 August 2021 - 10:37 PM
#9982 Posted 30 August 2021 - 03:34 PM
Not a spiked edge in sight
Oh and having to delete large parts of your levels is always a joy
This post has been edited by Truck Stop Santa Claus: 30 August 2021 - 03:45 PM
#9983 Posted 30 August 2021 - 03:55 PM
Just an unreleased map that shows high sloping hills. My new method is better.
"yeah I wonder if there are any tricks. Or just careful use of slops"
Yes there is. I create each possible angle in 3x(10x10) sector. Then copy and paste.
[Currently Working On]
Just finished porting the duke map Mars over to Ion Fury. I kind of prefer my new way of making landscapes over my old. Yeah the old hills map has high angles at a 5x slopes and it looks nice... But no diversity in design. This is more dynamic. Besides, I'm making taller slopes for the new method as I write this.
This post has been edited by Graphics: 30 August 2021 - 04:01 PM
#9985 Posted 30 August 2021 - 08:55 PM
Graphics, on 30 August 2021 - 03:55 PM, said:
"yeah I wonder if there are any tricks. Or just careful use of slops"
Yes there is. I create each possible angle in 3x(10x10) sector. Then copy and paste.
It's rare to see such natural looking terrain in build. Would be cool if you did a tutorial/write up sometime.
#9986 Posted 30 August 2021 - 11:19 PM
That's kind of what I did. Only it's also an 8 to 16 player co-op or deathmatch.
"It's rare to see such natural looking terrain in build. Would be cool if you did a tutorial/write up sometime."
I'm planning on explaining how I did it with a map that makes it easy for other mappers.
[Current Update]
The map now has enemies and one mission... Defeat the boss in the middle of the map. It's co-op and deathmatch ready.
#9987 Posted 31 August 2021 - 12:43 PM
still working on my mod, crushing bugs, adding new features wich in turn create new bugs to crush. so for now, crates!
and some TROR, the single best thing to happen to build since build itself.
thinking of adding some new enemies, probably some plain clothed gestapo, maybe a few scientists neutrals to add some live to it aswell. might do some civillian AI aswell at one point. i just need to stop adding too much and release the first episode already just two bugs that potentially break the game need to be fixed before i fling it out there. but those are top priority.
#9988 Posted 31 August 2021 - 01:01 PM
Thank you. Also your mod is looking good. Looking forward to trying it out.
#9990 Posted 31 August 2021 - 11:11 PM
MC84, on 30 August 2021 - 08:55 PM, said:
I suspect it would start off as similar to mine here: https://www.moddb.co...pping-technique you'd just need to make some of the blocks different slopes that are compatible with each other (including angles) and then copy-paste and assemble everything (including on the vertical axis with floor elevations, but that's quick). In that tutorial I don't really go in-depth about terrain mapping in particular (maybe I kind of indirectly bring it up on a micro scale when talking about cliffs), but that's the basic concept and one of the many possible extensions and applications of the 'sector grid' approach. As a complement, you could also look up quakis' guide on drawing perfect circles in Build for extra geometry theory.
This post has been edited by ck3D: 31 August 2021 - 11:16 PM